/*
* FLINT PARTICLE SYSTEM
* .....................
* 
* Author: Richard Lord
* Copyright (c) Richard Lord 2008-2011
* http://flintparticles.org
* 
* 
* Licence Agreement
* 
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* 
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* 
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/

package org.flintparticles.threed.actions;

import nme.geom.Vector3D;
import org.flintparticles.common.particles.Particle;
import org.flintparticles.common.actions.ActionBase;
import org.flintparticles.common.emitters.Emitter;
import org.flintparticles.threed.particles.Particle3D;

/**
 * The Move action updates the position of the particle based on its velocity.
 * It uses a Euler integrator to calculate the new position, hence the name.
 * 
 * <p>This action has a priority of -10, so that it executes after other actions.</p>
 */
class Move extends ActionBase
{
	/**
	 * The constructor creates a Move action for use by 
	 * an emitter. To add a Move to all particles created by an emitter, use the
	 * emitter's addAction method.
	 * 
	 * @see org.flintparticles.common.emitters.Emitter#addAction()
	 */
	public function new()
	{
		super();
		priority = -10;
	}

	/**
	 * @inheritDoc
	 */
	override public function update( emitter:Emitter, particle:Particle, time:Float ):Void
	{
		var p:Vector3D = cast( particle, Particle3D ).position;
		var v:Vector3D = cast( particle, Particle3D ).velocity;
		p.x += v.x * time;
		p.y += v.y * time;
		p.z += v.z * time;
	}
}
